Comments (11)
I have even more of these. This is probably because the group list of MLU patches is incomplete. Currently working on completing it.
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The two already added patches are also not tagged as belonging to the group.
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@ArtaiosGreybark These are related to the following issue.
loot/libloot#22
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@CptMcSplody There is still value to adding the rest of the MLU patches, right? I am currently working on them. Here an example:
- name: 'MLU - Ars Metallica.esp'
# MLU - Ars Metallica Patch
url:
- link: 'https://www.nexusmods.com/skyrimspecialedition/mods/3058/'
name: 'MorrowLoot Ultimate on Nexus Mods'
group: *mluGroup
after:
- 'Ars Metallica.esp'
- 'MLU.esp'
req:
- 'Ars Metallica.esp'
- 'MLU.esp'
tag:
- Stats
Let me know what you think. The points I would like to have clarified are [1] if masters should also be added to the "after" list and [2] if the groups should be specified for the patches.
From reading loot/libloot#22, I gather that he is working on a way of resolving the issue without us having to add something like the above. But how would LOOT know what group the plugins are in why should these not be in the MLU group? What is the point of having just one plugin in the group? Thanks!
At least for now they should be added since this prevents LOOT from sorting at all.
Edit: I am only now reading in the documentation that hard masters are not needed in the "req" list, and that the "after" list contains items not in the "req" list. Plugins are already coded to load after hard masters and plugins in the "req" list . The list should be cleaned up a bit, then.
Sorry for the monologue here.
from skyrimse.
For point [1]
after:
- 'Ars Metallica.esp'
- 'MLU.esp'
req:
# missing master
- 'Ars Metallica.esp'
- 'MLU.esp'
Load after rules & requires are not needed for explicit masters, loot will detect this from the esp header(You can view this in xEdit)
Loot will automatically flag if explicit masters are not installed.
tag:
- Stats
I've checked this and can't see a reason for it also. Try using the bash tag detection in xEdit( right click plugin, select apply script, select BASH Tags autodetection & ok) as a guideline and then verify against wryebash guide.
For point [2], not for me to say. But it would be preferable to not have to add meta data for every single patch.
Edit: Also the doc is worth going through.
https://loot-api.readthedocs.io/en/stable/metadata/introduction.html
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Thank you @CptMcSplody
According to the Bash Advanced Readme, many of the tags, including Stats, are for Oblivion only. Not sure if this is still valid or if we ignore that.
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MatorSmash can use them, if they're valid tags, it would be worth adding them, you just have to be sure it's relevant to the mod.
https://www.nexusmods.com/skyrim/mods/90987
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My general rule of thumb is to prefer a smarter sorting algorithm over adding more metadata to the masterlist to help sorting. Since we know the current algorithm has a few issues with groups, I'd like to fix them before adding any more group metadata. Even if it makes sense for a plugin to belong to a group, not having to specify it is better (and more flexible).
However, the above doesn't apply to metadata used for non-sorting purposes, like required, incompatible, messages, tags, etc. as they're useful to have anyway.
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0 0 Skyrim.esm
1 1 Update.esm
2 2 Dawnguard.esm
3 3 HearthFires.esm
4 4 Dragonborn.esm
5 5 unofficial skyrim special edition patch.esp
6 6 cutting room floor.esp
7 7 know_your_enemy.esp
8 8 run for your lives.esp
9 9 ars metallica.esp
10 a MLU.esp
11 b kye_mlu_patch.esp
12 c imp_helm_legend.esp
13 d MLU - Improved Closefaced Helmets.esp
14 e MLU - Ars Metallica Patch.esp
15 f open cities skyrim.esp
16 10 Alternate Start - Live Another Life.esp
17 11 immersive citizens - ai overhaul.esp
I have tested the above scenarios, no cyclic with latest dev build. @ArtaiosGreybark Can you test with the latest group build on Nexus & confirm if it's working for you now.
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Yes, just tested it. Can confirm.
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OK, closing this as it's been resolved.
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